Commit 007c648c authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

d3d: Correct some debug levels.

parent 8da71ca6
......@@ -1113,7 +1113,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_EndStateBlock(LPDIRECT3DDEVICE8 iface
EnterCriticalSection(&d3d8_cs);
hr = IWineD3DDevice_EndStateBlock(This->WineD3DDevice , &wineD3DStateBlock);
if (hr != D3D_OK) {
FIXME("IWineD3DDevice_EndStateBlock returned an error\n");
WARN("IWineD3DDevice_EndStateBlock returned an error\n");
LeaveCriticalSection(&d3d8_cs);
return hr;
}
......
......@@ -348,7 +348,7 @@ HRESULT WINAPI IDirect3DDevice9Impl_CreateCubeTexture(LPDIRECT3DDEVICE9EX ifac
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
if (NULL == object) {
FIXME("(%p) allocation of CubeTexture failed\n", This);
ERR("(%p) allocation of CubeTexture failed\n", This);
return D3DERR_OUTOFVIDEOMEMORY;
}
object->lpVtbl = &Direct3DCubeTexture9_Vtbl;
......@@ -362,7 +362,7 @@ HRESULT WINAPI IDirect3DDevice9Impl_CreateCubeTexture(LPDIRECT3DDEVICE9EX ifac
if (hr != D3D_OK){
/* free up object */
FIXME("(%p) call to IWineD3DDevice_CreateCubeTexture failed\n", This);
WARN("(%p) call to IWineD3DDevice_CreateCubeTexture failed\n", This);
HeapFree(GetProcessHeap(), 0, object);
} else {
IDirect3DDevice9Ex_AddRef(iface);
......
......@@ -163,7 +163,7 @@ HRESULT WINAPI IDirect3DDevice9Impl_CreateQuery(LPDIRECT3DDEVICE9EX iface, D3DQU
/* Allocate the storage for the device */
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DQuery9Impl));
if (NULL == object) {
FIXME("Allocation of memory failed, returning D3DERR_OUTOFVIDEOMEMORY\n");
ERR("Allocation of memory failed, returning D3DERR_OUTOFVIDEOMEMORY\n");
return D3DERR_OUTOFVIDEOMEMORY;
}
......@@ -176,7 +176,7 @@ HRESULT WINAPI IDirect3DDevice9Impl_CreateQuery(LPDIRECT3DDEVICE9EX iface, D3DQU
if (FAILED(hr)) {
/* free up object */
FIXME("(%p) call to IWineD3DDevice_CreateQuery failed\n", This);
WARN("(%p) call to IWineD3DDevice_CreateQuery failed\n", This);
HeapFree(GetProcessHeap(), 0, object);
} else {
IDirect3DDevice9Ex_AddRef(iface);
......
......@@ -175,7 +175,7 @@ HRESULT WINAPI IDirect3DDevice9Impl_EndStateBlock(LPDIRECT3DDEVICE9EX iface, I
hr=IWineD3DDevice_EndStateBlock(This->WineD3DDevice,&wineD3DStateBlock);
LeaveCriticalSection(&d3d9_cs);
if(hr!= D3D_OK){
FIXME("IWineD3DDevice_EndStateBlock returned an error\n");
WARN("IWineD3DDevice_EndStateBlock returned an error\n");
return hr;
}
/* allocate a new IDirectD3DStateBlock */
......
......@@ -339,7 +339,7 @@ HRESULT WINAPI IDirect3DDevice9Impl_CreateTexture(LPDIRECT3DDEVICE9EX iface, U
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DTexture9Impl));
if (NULL == object) {
FIXME("Allocation of memory failed, returning D3DERR_OUTOFVIDEOMEMORY\n");
ERR("Allocation of memory failed, returning D3DERR_OUTOFVIDEOMEMORY\n");
return D3DERR_OUTOFVIDEOMEMORY;
}
......@@ -353,7 +353,7 @@ HRESULT WINAPI IDirect3DDevice9Impl_CreateTexture(LPDIRECT3DDEVICE9EX iface, U
if (FAILED(hrc)) {
/* free up object */
FIXME("(%p) call to IWineD3DDevice_CreateTexture failed\n", This);
WARN("(%p) call to IWineD3DDevice_CreateTexture failed\n", This);
HeapFree(GetProcessHeap(), 0, object);
} else {
IDirect3DDevice9Ex_AddRef(iface);
......
......@@ -252,7 +252,7 @@ HRESULT WINAPI IDirect3DDevice9Impl_CreateVolumeTexture(LPDIRECT3DDEVICE9EX if
/* Allocate the storage for the device */
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVolumeTexture9Impl));
if (NULL == object) {
FIXME("(%p) allocation of memory failed, returning D3DERR_OUTOFVIDEOMEMORY\n", This);
ERR("(%p) allocation of memory failed, returning D3DERR_OUTOFVIDEOMEMORY\n", This);
return D3DERR_OUTOFVIDEOMEMORY;
}
......@@ -266,7 +266,7 @@ HRESULT WINAPI IDirect3DDevice9Impl_CreateVolumeTexture(LPDIRECT3DDEVICE9EX if
if (hrc != D3D_OK) {
/* free up object */
FIXME("(%p) call to IWineD3DDevice_CreateVolumeTexture failed\n", This);
WARN("(%p) call to IWineD3DDevice_CreateVolumeTexture failed\n", This);
HeapFree(GetProcessHeap(), 0, object);
} else {
IDirect3DDevice9Ex_AddRef(iface);
......
......@@ -298,7 +298,7 @@ static HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *
TRACE("(%p) level (%d)\n", This, Level);
return IWineD3DSurface_GetDesc(This->surfaces[0][Level], pDesc);
}
FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
return WINED3DERR_INVALIDCALL;
}
......
......@@ -2984,7 +2984,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, D
*
* TODO: Test how this affects rendering
*/
FIXME("Too many concurrently active lights\n");
WARN("Too many concurrently active lights\n");
return WINED3D_OK;
}
......@@ -4738,7 +4738,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IW
IWineD3DStateBlockImpl *object = This->updateStateBlock;
if (!This->isRecordingState) {
FIXME("(%p) not recording! returning error\n", This);
WARN("(%p) not recording! returning error\n", This);
*ppStateBlock = NULL;
return WINED3DERR_INVALIDCALL;
}
......@@ -5137,7 +5137,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *
* without an index buffer set. (The first time at least...)
* D3D8 simply dies, but I doubt it can do much harm to return
* D3DERR_INVALIDCALL there as well. */
ERR("(%p) : Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL\n", This);
WARN("(%p) : Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL\n", This);
return WINED3DERR_INVALIDCALL;
}
......
......@@ -303,7 +303,7 @@ static HRESULT WINAPI IWineD3DTextureImpl_GetLevelDesc(IWineD3DTexture *iface, U
TRACE("(%p) Level (%d)\n", This, Level);
return IWineD3DSurface_GetDesc(This->surfaces[Level], pDesc);
}
FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
WARN("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
return WINED3DERR_INVALIDCALL;
}
......
......@@ -244,7 +244,7 @@ static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetLevelDesc(IWineD3DVolumeTextu
TRACE("(%p) Level (%d)\n", This, Level);
return IWineD3DVolume_GetDesc(This->volumes[Level], pDesc);
} else {
FIXME("(%p) Level (%d)\n", This, Level);
WARN("(%p) Level (%d)\n", This, Level);
}
return WINED3D_OK;
}
......@@ -255,7 +255,7 @@ static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetVolumeLevel(IWineD3DVolumeTex
IWineD3DVolume_AddRef(*ppVolumeLevel);
TRACE("(%p) -> level(%d) returning volume@%p\n", This, Level, *ppVolumeLevel);
} else {
FIXME("(%p) Level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
WARN("(%p) Level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
return WINED3DERR_INVALIDCALL;
}
return WINED3D_OK;
......
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